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Everything posted by Allen508
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An I found the first error. The MAD/EMP tank is buildable in C&C Classic missions. I used TechLevel=-1 for every thing else but it somehow...
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I updated the First page with new links. No point of people going through 16 pages to find current links. Also “Red Dawn 2013 Installer” Required For Play (110.31 MB) http://rapidshare.com/files/2445550328/Red%20Dawn%202013%20Installer.exe Full game with 35 soundtracks from C&C95 and Covert Ops. Terrain Editor (EDWIN) and C&C-RAED v1.26. “Red Dawn 2012 Videos Installer” Optional. (188.57 MB) http://rapidshare.com/files/719298526/Red%20Dawn%202013%20Videos%20Installer.exe Win and Lose movies for all missions plus some briefing.
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Red Dawn 2013 launches after too much procrastination. Now updated with the Iran Patch/Portable RA. This added Hires and better compatibility for Vista and forward systems. New Custom Missions options and new theaters. Allied Blue has been chaged to GDI Gold but for a few Ant/Resistance Missions. The Score Screens and campaign mission selection maps have been updated to change Allied Blue to GDI Gold as well. Single Player mission count is now 114. Campaigns, Counterstrike and The Aftermath missions total 76 mission. 8 under the old Ant Mission and 30 using the new Custom Missions option.
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CChyper was doing some work on TS over at PPM.
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Not from any render I've seen. Maybe from a mod?
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I can't find a OSS error but I going to take crash course Microsoft Visual Studio Express C# and dump the Multiplyer options from the Launcher and Config tools and the single player is just about done.
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Now that I think about it there is a way but you need to remake both sides radar screen and sidebar parts so they have no logo and color. In the rules you can use Owner= countries names. Like Owner=England,France,USSR for all unit and buildings. The one prob is that USSR will still be given a free Hind with each Helipad and above sidebars probs.
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Can't be done.
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Like I said it was made before Iran patch. The current Red Dawn uses the old WestWood 3.03 set up so no hires and thing that come with it.
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Red Dawn is old school being made before the Iran patch. I been trying to make a new one that is based on the Iran patch and uses the same set up as FunkyFr3sh however I have been unable to fix the Out of Sync error it has. I think of asking FunkyFr3sh to remove the Multiplyer options from the Launcher and Config tool he has made for me so I can put out the done updated singleplayer set up. Than I can keep working of fixing the Out of Sync error for a Multiplyer Red Dawn.
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The AI will only replace helicopters with Longbows. What you can try to do is Prerequisite=hpad,tent for the Longbow and Prerequisite=hpad,barr for the Hind and see if this stops the AI from buidling only Longbows. also you can put [iQ] Aircraft=3 in the map it self.
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The IQ settings are 0 to 5. 0 is used for the player and 1 to 5 are AI. 1 to 4 is single player AI and 5 is skirmish mode/multiplayer AI. Here is the full RA IQ settngs ; ******* IQ setting for computer activity ******* ; Each player (computer controlled or otherwise) is given an IQ rating that is used ; to control what the computer is allowed to automatically control. This is ; distinct from the difficulty setting. The higher the IQ setting, the more autonomous ; and intelligent the side will behave. Each ability is given a rating that ; indicates the IQ level (or above) that the ability will be granted. Because such ; abilities are automatically performed by the computer, giving a human controlled ; country a high IQ is not recommended. Otherwise the player's units will start to ; automatically "do their own thing"! A human controlled country is presumed to have ; an IQ rating of zero. A computer controlled country has an IQ of 1 or higher. ; When in skirmish mode or when multiplayer AIs are active, the computer IQ is set to ; the maximum. [iQ] MaxIQLevels=5 ; the maximum number of discrete IQ levels SuperWeapons=4 ; super weapons are automatically fired by computer Production=5 ; building/unit production is automatically controlled by computer GuardArea=4 ; newly produced units start in guard area mode RepairSell=1 ; allowed to choose repair or sell of damaged buildings AutoCrush=2 ; automatically try to crush antogonists if possible Scatter=3 ; will scatter from incoming threats [grenades and such] ContentScan=4 ; will consider contents of transport when picking good target Aircraft=4 ; automatically replace aircraft or helicopters Harvester=2 ; automatically replace lost harvesters SellBack=2 ; allowed to sell buildings It is worth noting that I've never seen that IQ above 3 for any single player mission that I can recall off hand.
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Nyerguds Newly produced units can't be using guard area because units using Area Guard can't be recruited into a teamtype. ; ******* IQ setting for computer activity ******* GuardArea=4 ; newly produced units start in guard area mode The bold text is wrong. It should say just guard.
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More messed up text in the rules.ini. Newly produced units can't be using guard area. Why? From rules.ini. ; ******* Mission Control ******* ; Recruitable = Can it be recruited into a team or base defense (def=yes)? ; Guard the general area where the unit starts at. [Area Guard] Recruitable=no Rate=.080 AARate=.032 Unit using Area Guard can't be recruited into a teamtype. Units using basic [Guard] are recruitable into a teamtype.
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You can move the side bar down to build more things. If things like a War Factory and Subpen aren't showing up than something is wrong.
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The artifacts that are behind the truck happen because the truck you made is larger than the stock truck.
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Yes dumb but done. ROB found this out too as he turned the Gap Gen into a Tib Tree and couldn't find out why Reveal Around Waypoint # quit woking.
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In TS/RA2 Right Click and moving the mouse to the side of the screen makes the game scroll fast. This was done since TS/RA2 maps are huge compared to RA and TS/RA2 maxed out at 800x600 or 1024x786.
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GapRadius= is the radius of the fixed Gap Generator in cells. NOTE:This is also used by Reveal Around Waypoint # triggers for mission. Max is 12 if I recall right. GapRegenInterval= is how fast the gap generator recovers the area around it as listed in GapRadius=.
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Shroud regrow is only seen in skimish/mulitplayer (Also done in 2 ConterStrike indoor maps via trigger.) The shroud regrow logic is ShroudRate= in the rules.ini. When set to 0 no shroud will grow at all.
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The stock Ant Missions are SCA01EA.ini to SCA04EA.ini and are found on the CounterStrike CD Main.mix > General.mix This is how you can turn the Ant Mission into a liner campaign (no map selection screen). The game will let you use up to SCA01EA.ini to SCA10EA.ini. This will give you a 10 mission liner campaign. I used it in Red Dawn. (The SCA prefix was used in C&C 95 but it is not a left over in the RA code as SCA prefix was not added tell CounterStrike V1.07/V1.08.) Jacko say that you can get up to 20 misson by use of SCA##EB.ini. With this you can build up to a 20 mission liner campaign. I haven't tested this but it should as the Allied campaign dose use this logic to move from Allied 10 outside (SCG10EA.ini) to Allied 10 inside (SCG10EB.ini) SCA01EA.ini < Mission 1 SCA01EB.ini < Mission 2 SCA02EA.ini < Mission 3 SCA02EB.ini < Mission 4 | SCA09EA.ini < Mission 17 SCA09EB.ini < Mission 18 SCA10EA.ini < Mission 19 SCA10EB.ini < Mission 20 In the [basic] part of the map is SkipMapSelect= make sure this say SkipMapSelect=yes as RA has no map selection screen for any thing but the stock campaign. All of your SCA maps must have this. The last mission must have OneTimeOnly=yes. OneTimeOnly=yes tells the game to take you back to the title screen once you have won the last misson. All CounterStrike (but for Ant Missions) and Aftermath maps use SkipMapSelect=yes and OneTimeOnly=yes. You should also use them on any mission that will appear in Custom Missions (CMU101EA.INI to CMU999EA.INI).
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Yes and you can add a few mission as well. The ant mission can be 10 missions long. SCA01EA.ini to SCA10EA.ini
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I think this was done a long time ago in a mod over at Red Alert Archive as well.
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As Iran says of you can force it for all missions by [Aftermath] NewUnitsEnabled=1 above [General] and NewUnitsEnabled=1 again below [General] in thr rules.ini So you rules look like this ; RULES.INI ; If placed in game directory, it will override built in values. Values to be used as multipliers ; or percentages can be specified as either a simple floating point number (embed ".") or as a ; conventional percentage number (append "%"). Values used as cell distances or time delays ; are specified as simple floating point number. Distance values are expressed in cells. Time ; values are expressed in minutes. [Aftermath] NewUnitsEnabled=1 [General] NewUnitsEnabled=1 ; crates